مادی بەشداربووە لە DualShockers کە JRPGs، ترسناکییەکانی مانەوە، یارییەکانی ئارکێد، یاریکردنی ڕیتڕۆ، تەقەکەر و تایبەتمەندییەکان دەگرێتەوە. لە ساڵی ٢٠١١ەوە بە شێوەیەکی پیشەیی لەسەر یارییەکان دەنووسێت، زیاتر لە دە ساڵ ئەزموونی هەیە لە سەرانسەری لیستەکان، پێداچوونەوەکان، ڕێنماییەکان و ڕۆژنامەگەری یارییەکان.
The sixth-generation of video game consoles can best be described as a time of change. Sega was out of the hardware business while Microsoft was entering at the same time, and Sony had positioned itself as a top contender. Things were changing on what felt like a daily basis.
It wasn't just hardware that was changing, however. Video game franchises that had made a major impact during the 80s and 90s were seeing themselves challenged, as it was an opportunity to take what was so revolutionary in the previous generation and see what could be done. There was perhaps no franchise-altering game that demonstrated this more than Final Fantasy X.
First released on the PS2 in November 2001, Final Fantasy X was the year's most anticipated JRPG. I don't think it was possible to realize how important this game was going to be to Final Fantasy, and no game since FF7 in 1997 would have as much impact on the series, as it made a lot of big changes that would become standard moving forward.
There was something really magical about PS1-era JRPGs, where you would escape the confines of the game's opening hours, then find yourself on an expansive vista with unlimited possibilities. The memory of reaching the enormous world of Gaia in Final Fantasy 7 is one that's seared directly into the very fabric of my brain.
A lot of games during this time were slowly phasing out elements from the previous generation that developers felt were a bit dated, but Final Fantasy X ditched the world map in what felt like the most harsh way possible. There was no gentle easing. It was just gone.
The loss of world maps during many sixth-generation JRPGs didn't just impact Final Fantasy, as JRPGs across the industry started to omit them. Final Fantasy wouldn't feature a world map in any mainline game following FF9, and FFX was the catalyst to that.
The summon systems in previous Final Fantasy games were always some of the best parts of engaging with their combat systems. I don't really care how long the Knights of the Round summon is, or how long Sephiroth's Supernova attack is, these battle animations were groundbreaking at the time they came out.
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.dualshockers.com/big-things-that-final-fantasy-x-changed-about-the-franchise/